#ifdef __WXMSW__
#include <windows.h> // for DLGC_WANTARROWS
+ #include "wx/msw/winundef.h"
#endif
#ifdef __WXMOTIF__
// For better backward compatibility we set persisting limits
// here not just the size. It makes SetScrollbars 'sticky'
// emulating the old non-autoscroll behaviour.
-
- m_targetWindow->SetVirtualSizeHints( w, h );
+ // m_targetWindow->SetVirtualSizeHints( w, h );
// The above should arguably be deprecated, this however we still need.
- m_targetWindow->SetVirtualSize( w, h );
+ // take care not to set 0 virtual size, 0 means that we don't have any
+ // scrollbars and hence we should use the real size instead of the virtual
+ // one which is indicated by using wxDefaultCoord
+ m_targetWindow->SetVirtualSize( w ? w : wxDefaultCoord,
+ h ? h : wxDefaultCoord);
if (do_refresh && !noRefresh)
m_targetWindow->Refresh(true, GetScrollRect());
{
if (m_xScrollPixelsPerLine > 0)
{
- int w, h;
- GetTargetSize(&w, &h);
-
- int nMaxWidth = m_xScrollLines*m_xScrollPixelsPerLine;
- int noPositions = (int) ( ((nMaxWidth - w)/(double)m_xScrollPixelsPerLine) + 0.5 );
- if (noPositions < 0)
- noPositions = 0;
-
- if ( (m_xScrollPosition + nScrollInc) < 0 )
- nScrollInc = -m_xScrollPosition; // As -ve as we can go
- else if ( (m_xScrollPosition + nScrollInc) > noPositions )
- nScrollInc = noPositions - m_xScrollPosition; // As +ve as we can go
+ if ( m_xScrollPosition + nScrollInc < 0 )
+ {
+ // As -ve as we can go
+ nScrollInc = -m_xScrollPosition;
+ }
+ else // check for the other bound
+ {
+ const int posMax = m_xScrollLines - m_xScrollLinesPerPage;
+ if ( m_xScrollPosition + nScrollInc > posMax )
+ {
+ // As +ve as we can go
+ nScrollInc = posMax - m_xScrollPosition;
+ }
+ }
}
else
m_targetWindow->Refresh(true, GetScrollRect());
{
GetTargetSize(&w, 0);
- if (m_xScrollPixelsPerLine == 0)
+ // scroll lines per page: if 0, no scrolling is needed
+ int linesPerPage;
+
+ if ( m_xScrollPixelsPerLine == 0 )
{
+ // scrolling is disabled
m_xScrollLines = 0;
m_xScrollPosition = 0;
- m_win->SetScrollbar (wxHORIZONTAL, 0, 0, 0, false);
+ linesPerPage = 0;
}
- else
+ else // might need scrolling
{
- int vVirt = m_targetWindow->GetVirtualSize().GetWidth();
- m_xScrollLines = (vVirt+m_xScrollPixelsPerLine-1) / m_xScrollPixelsPerLine;
+ // Round up integer division to catch any "leftover" client space.
+ const int wVirt = m_targetWindow->GetVirtualSize().GetWidth();
+ m_xScrollLines = (wVirt + m_xScrollPixelsPerLine - 1) / m_xScrollPixelsPerLine;
// Calculate page size i.e. number of scroll units you get on the
- // current client window
- int noPagePositions = (int) ( (w/(double)m_xScrollPixelsPerLine) + 0.5 );
- if (noPagePositions < 1) noPagePositions = 1;
- if ( noPagePositions > m_xScrollLines )
- noPagePositions = m_xScrollLines;
-
- // Correct position if greater than extent of canvas minus
- // the visible portion of it or if below zero
- m_xScrollPosition = wxMin( m_xScrollLines - noPagePositions, m_xScrollPosition);
- m_xScrollPosition = wxMax( 0, m_xScrollPosition );
-
- m_win->SetScrollbar(wxHORIZONTAL, m_xScrollPosition, noPagePositions, m_xScrollLines);
- // The amount by which we scroll when paging
- SetScrollPageSize(wxHORIZONTAL, noPagePositions);
+ // current client window.
+ linesPerPage = w / m_xScrollPixelsPerLine;
+
+ // Special case. When client and virtual size are very close but
+ // the client is big enough, kill scrollbar.
+ if ((linesPerPage < m_xScrollLines) && (w >= wVirt)) ++linesPerPage;
+
+ if (linesPerPage >= m_xScrollLines)
+ {
+ // we're big enough to not need scrolling
+ linesPerPage =
+ m_xScrollLines =
+ m_xScrollPosition = 0;
+ }
+ else // we do need a scrollbar
+ {
+ if ( linesPerPage < 1 )
+ linesPerPage = 1;
+
+ // Correct position if greater than extent of canvas minus
+ // the visible portion of it or if below zero
+ const int posMax = m_xScrollLines - linesPerPage;
+ if ( m_xScrollPosition > posMax )
+ m_xScrollPosition = posMax;
+ else if ( m_xScrollPosition < 0 )
+ m_xScrollPosition = 0;
+ }
}
- GetTargetSize(0, &h);
+ m_win->SetScrollbar(wxHORIZONTAL, m_xScrollPosition,
+ linesPerPage, m_xScrollLines);
- // scroll lines per page: if 0, no scrolling is needed
- int linesPerPage;
+ // The amount by which we scroll when paging
+ SetScrollPageSize(wxHORIZONTAL, linesPerPage);
+
+ GetTargetSize(0, &h);
if ( m_yScrollPixelsPerLine == 0 )
{
}
else // might need scrolling
{
- int hVirt = m_targetWindow->GetVirtualSize().GetHeight();
- m_yScrollLines = (hVirt+m_yScrollPixelsPerLine-1) / m_yScrollPixelsPerLine;
+ // Round up integer division to catch any "leftover" client space.
+ const int hVirt = m_targetWindow->GetVirtualSize().GetHeight();
+ m_yScrollLines = ( hVirt + m_yScrollPixelsPerLine - 1 ) / m_yScrollPixelsPerLine;
// Calculate page size i.e. number of scroll units you get on the
- // current client window
+ // current client window.
linesPerPage = h / m_yScrollPixelsPerLine;
- if ( linesPerPage >= m_yScrollLines )
+
+ // Special case. When client and virtual size are very close but
+ // the client is big enough, kill scrollbar.
+ if ((linesPerPage < m_yScrollLines) && (h >= hVirt)) ++linesPerPage;
+
+ if (linesPerPage >= m_yScrollLines)
{
// we're big enough to not need scrolling
linesPerPage =
// Default OnSize resets scrollbars, if any
void wxScrollHelper::HandleOnSize(wxSizeEvent& WXUNUSED(event))
{
- if( m_win->GetAutoLayout() || m_targetWindow->GetAutoLayout() )
+ if ( m_targetWindow->GetAutoLayout() )
{
- if ( m_targetWindow != m_win )
- m_targetWindow->FitInside();
-
- m_win->FitInside();
-
- // FIXME: Something is really weird here... This should be
- // called by FitInside above (and apparently is), yet the
- // scrollsub sample will get the scrollbar wrong if resized
- // quickly. This masks the bug, but is surely not the right
- // answer at all.
- AdjustScrollbars();
+ wxSize size = m_targetWindow->GetBestVirtualSize();
+
+ // This will call ::Layout() and ::AdjustScrollbars()
+ m_win->SetVirtualSize( size );
}
else
+ {
AdjustScrollbars();
+ }
}
// This calls OnDraw, having adjusted the origin according to the current
Layout();
}
+// wxWindow's GetBestVirtualSize returns the actual window size,
+// whereas we want to return the virtual size
+wxSize wxGenericScrolledWindow::GetBestVirtualSize() const
+{
+ wxSize clientSize( GetClientSize() );
+ if (GetSizer())
+ {
+ wxSize minSize( GetSizer()->CalcMin() );
+
+ return wxSize( wxMax( clientSize.x, minSize.x ), wxMax( clientSize.y, minSize.y ) );
+ }
+ else
+ return clientSize;
+}
+
+// return the size best suited for the current window
+// (this isn't a virtual size, this is a sensible size for the window)
+wxSize wxGenericScrolledWindow::DoGetBestSize() const
+{
+ wxSize best;
+
+ if ( GetSizer() )
+ {
+ wxSize b = GetSizer()->GetMinSize();
+
+ // Only use the content to set the window size in the direction
+ // where there's no scrolling; otherwise we're going to get a huge
+ // window in the direction in which scrolling is enabled
+ int ppuX, ppuY;
+ GetScrollPixelsPerUnit(& ppuX, & ppuY);
+
+ wxSize minSize;
+ if ( GetMinSize().IsFullySpecified() )
+ minSize = GetMinSize();
+ else
+ minSize = GetSize();
+
+ if (ppuX > 0)
+ b.x = minSize.x;
+ if (ppuY > 0)
+ b.y = minSize.y;
+ best = b;
+ }
+ else
+ return wxWindow::DoGetBestSize();
+
+ // Add any difference between size and client size
+ wxSize diff = GetSize() - GetClientSize();
+ best.x += wxMax(0, diff.x);
+ best.y += wxMax(0, diff.y);
+
+ return best;
+}
+
void wxGenericScrolledWindow::OnPaint(wxPaintEvent& event)
{
// the user code didn't really draw the window if we got here, so set this